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fix(multiplayer): bound adapter HTTP calls
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@@ -1644,3 +1644,5 @@ Allocated team and slot assignments are now immutable after signed admission. Ma
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Per-IP API limiting now resolves the client behind the edge gateway instead of charging every player to the gateway's socket address. `X-Forwarded-For` is ignored unless the immediate peer belongs to an explicitly configured `--trusted-proxy-cidrs` range; trusted chains are walked from right to left past known proxies, while malformed/oversized chains fail closed to the immediate peer. The base deployment supplies private/CGNAT/ULA pod ranges under its edge-only ingress NetworkPolicy and calls out that production overlays should narrow them to the actual gateway CIDR. Tests cover spoofing from an untrusted peer, chained proxies, malformed input, invalid configuration, and independent clients behind one gateway.
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Allocator probes now distinguish process liveness from useful progress. `/healthz` remains live during dependency outages, while `/readyz` starts unavailable and requires a fully successful provider-list, Ready-registration, and worker cycle within `--readiness-max-stale` (30 seconds in the base deployment). The Kubernetes/Agones HTTP path is bounded by `--provider-timeout=10s`, so an unavailable provider cannot leave readiness green indefinitely; startup rejects a freshness window shorter than the poll interval plus provider timeout, and the probe listener has its own header-read deadline. Boundary and HTTP tests cover startup, exact staleness, clock reversal, recovery, method rejection, and metrics coexistence.
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The timeout boundary is enforced inside both network adapters as well as in the production allocator wiring: an `agones.Client` or game-server `Supervisor` constructed without an injected HTTP client now receives a ten-second client rather than Go's unbounded `http.DefaultClient`. This prevents alternate binaries, tests, and future callers from restoring an infinite GameServer, roster, registration, or SDK wait by omission.
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